i will share with you guys my litte 3D test with OpenGL in GLbasic.It's just a start on how to use a "Camera" to move like in Minecraft (Creativemode).I update the gl.gbas a bit to make it possible to use RenderLists in GLB, the only thing i add was:

I dont see how this create a speed increase, what is needed to do this?I will try to apply this to APE, my 3d particle system.

I like the idea of an OBJ loader, perhaps you can fix the glbasic object converter instead?

And since youre tinkering....one real big problem with GLBasic 3d is the z ordering.....i have not yet found a solution, no matter how objects are ordered onto the screen according to z depth(even physically coded), there are still weird artifacts like transparencies and blobs of incorrect lighting/color etc.

Displaylists are depreciated and not supported in OpenGL 3.1+ core profile (ok, doesnt matter for us) and OpenGL ES. So you can not run this on mobile devices. Also GL_QUADS does not exist in OpenGL ES too (replace with GL_TRIANGLE_STRIP).

I recommend to not use gl.gbas, instead write all your rendering stuff in INLINE C++ and OpenGL. So you avoid the wrapper overhead, and get some tiny speed improvement. See my libSPRITE how to do it. Also multmatrix is faster then doing multiple rotate/translate stuff again and again, which is why I do this in my (not yet officially published) Entity System.

Thanks for this, it will come in very handy in the near (hopefully) future. I'm about to start learning C++ as I want to learn more about OpenGL although more in a 2D context rather than 3D. As practically every OpenGL tutorial is C/C++ based a basic grounding in C/C++ will not do me any harm & will be useful for other things (there is so much useful code out there also).

Luckily skimming through the tutorials there is nothing really heavy looking C/C++ wise although GLEW & GLUT get mentioned quite often which currently mean nothing to me as of yet so will cross that bridge when I get to it.

Lee

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